There are exceptions (notably amulets, monsters will occasionally drop usable equipment from what you have unlocked), but not many. Whichever path you take the end is always the same, but the journey is different and offers different enemies and, as such, different equipment blueprints to acquire and secrets to find.īuilding on the “RogueVania" idea, when gear and powers drop from enemies, it almost always drops as a blueprint which must be researched before it can be used. Finding all the different weapons and tools is reason enough to explore, but in addition to that there is usually more than one way to leave a stage. Layered on that is a rogue-lite (or, as they call it, a “RogueVania") system, where death puts you back at the start, but with the benefit of preserving unlocked equipment and tools for use in the future. At its most basic, Dead Cells is a 2D hack & slash platformer with combat reminiscent of Dark Souls, or Bloodborne-that is to say hard, unforgiving, and incredibly rewarding when it finally “clicks". The other, equally important, part is gameplay, and boy is the gameplay solid. Sound design and art only play a partial role in determining how a game feels to play, though. It’s the little, individual feel-good things that add up to a sense of accomplishment when they are mastered and used to beat a particularly troublesome elite monster, or beat a boss, or race through a level in record time, that rewards all the practice and prematurely ended runs. Finding and using these tricks accentuates the satisfaction of slamming down on an undead archer from above, pounding a scorpion with a hammer, evading a pouncing zombie, or putting a halt to a charge from a shieldbearer. It’s not a game you can relax with, necessarily, not with its fast-paced nature, but it is a game that rewards a successful parry, or complementing one item with another for more damage, or a greater effect, or some other synergy. Between the animations and enemy design, reading enemy tells and learning how to interpret them is made to be part of the fun, rather than a confusing obstacle.īetween the sound design and the art, Dead Cells feels really good to just sit and play. While there are a few exceptions, they are just that: Exceptions. Enemies are visually distinct, and have clean, clear animations. Now, while being visually impressive is important, it does come second to conveying relevant information in a readable, and enjoyable, way. Wherever you are, and wherever you look, there is beautiful pixel art. While it may be pixel art, it is incredibly detailed, well done, and did I say gorgeous? Take a break atop the Ramparts and admire the view, look out from the Clockmaker’s Tower at the clouded skies, or gaze at the island as a whole from the Throne Room. While the music and sound are good, the art is simply gorgeous. Similarly, the sound effects when hitting enemies, smashing to the ground, breaking down doors, or even getting hit, are impactful and satisfying, lending a certain weight to actions. It’s a perfect fit for a fast game that pushes its players to always be on their toes. The music is fast, always pushing you to move just a little faster, go for just one more hit, and always take that risk. Fortunately, there is no need to compensate for anything here. Similarly, incredible music and artwork can compensate for otherwise tedious or boring gameplay. Poor art or unsatisfying sound effects can turn an otherwise astounding game into a mediocre time sink at best. Without a controller or a keyboard, the game becomes much, much harder, and it’s not a small difference.Īrt and sound design are as integral to a game as the gameplay itself. Even with the extensive customisation available, it’s all too easy to whiff a dodge, botch a jump, or simply move the wrong way. Despite the effort to devise controls that feel natural and work well for a complicated and fast-paced game, they just aren’t good enough. The art is beautiful, the gameplay is smooth, challenging, and rewards both practice and patience the soundtrack is superb, and rewarding exploration with story is something I quite enjoy. Actually, it’s really fun-one of the best games I’ve played this year, in fact. Don’t get so caught up in trying to solve these mysteries that you can’t take time to kick back and admire the view, though!ĭead Cells is fun. Not that you’ll notice them, though-you’ll be far too busy wondering where your head went, why you just can’t manage to stay dead, and what happened to throw this prison into such disarray. Apparently someone did, though, and brought us Dead Cells ($8.99), a kick-ass rogue-lite with more undead monstrosities than a bad horror flick. Ever feel the need to embark on an adventure across a plague-ridden island, die a few times, and kill a king? Me neither.
0 Comments
Leave a Reply. |